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Added three sliders for multiplying damage #478
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b7d2bdc
Added three sliders for multiplying damage:
1SDANi 72acbc0
Included tooltips
1SDANi 42340b3
Modified func_80837B18 to handle the modified flag the same as Player…
1SDANi c6368ff
hotfix of a dumb oversight
1SDANi 0c9ef62
Fixed an oversight that led to compile failure on Linux and probably …
1SDANi 89375f8
I keep missing dumb mistakes.
1SDANi ddd37c3
Oh crud it's because I declared func_80837B18_modified after func_808…
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I'm not sure how to feel about directly modifying a function like this. Perhaps something like:
return Health_ChangeBy(globalCtx, damage * CVar_GetS32("gDamageMul", 1)
If
gDamageMul
isn't set or adjusted, it should work as normal; if it is, only then do we take account of the multiplier.There was a problem hiding this comment.
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The problem is that that function also handles damage not modified by gDamageMul. I could do the same thing I did with Player_InflictDamage where the function definition stays the same but is just a wrapper for another function where modifier is always true. Heck, I might as well do that now just for consistency's sake.